schir1964 Posted December 25, 2008 Report Share Posted December 25, 2008 Activate (Attack/Adjustment) This power allows the character to activate powers (Turn On) that are external to the character and are visible. So any focus or power that can be perceived by normal senses may be activated (intent). Activating a power is simply turning the power on and does not automatically grant any sort of control over the power. The player may purchase activate at five points per die. This power costs END. To activate a power the attacker must make a skill vs skill roll vs the target concerning the power. If the target has skill with the power, that skill is used, if not, the target's base OCV is used. If the attack is successful, then the target's power is activated. Once activated, the player then rolls their activate dice to determine how many active points of the power is activated. If the target power is scalable, then total active points rolled on the dice is activated. If the target power has set number of active points that must used for the power to turn on, then the total rolled must be equal to or exceed the active points in the target power or the power will fail to turn on. If the target power is turned on, the power will work normally and the target character will get the all the benefits/detriments that the power would normally grant the character. Even if the target power fails to turn on, the target will know that an attempt to activate their power has occurred. Cost 5 Points Per 1d6 Activate Modifiers Targeting (+1/2): This advantage allows the character to aim the power if the power can be aimed for use. Range penalties are calculated by summing the total distance from the Attacker to Target Power to Final Target of activated power. Note: This advantage does not grant Telekinesis for controlling aiming of target powers that require target characters to aim the power (such as rifles and so forth). If used on such powers, the attack automatically fails. Concept By Kdansky In This Post. Reworked here for easy reference. - Christopher Mullins Quote Link to comment Share on other sites More sharing options...
jtelson Posted December 25, 2008 Report Share Posted December 25, 2008 Re: New Mechanic: Activate Hmmm, interesting - We usually just use cosmetic transform (Thing off to Thing on) for this kind of thing. Quote Link to comment Share on other sites More sharing options...
CTaylor Posted December 25, 2008 Report Share Posted December 25, 2008 Re: New Mechanic: Activate I have built this using mind control vs Body instead of Ego before: the bigger and more complex the item, the more power it takes to manipulate. A remote control doesn't take much power while an airplane takes a ton. Quote Link to comment Share on other sites More sharing options...
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